Forge Android App: 11-13-2016 Alpha 1.5.58.002
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Android App: 3-8-2015 Alpha 1.5.37.004
by drdev » 09 Mar 2015, 22:19
Thanks for the report. I'll investigate.jwilkes99999 wrote:The newest update still won't let me go into quest mode though everything else seems to be working. Is there a place I can still go back and get the .36 revision?
EDIT: I figured out the problem and just released 1.5.37.005 with the fix. Quest mode should now work again.
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Re: Forge Android App: 3-8-2015 Alpha 1.5.37.004
by gaorangerblue » 10 Mar 2015, 00:05
I've been having an issue starting from when I updated to .37, where clicking the button for a choice gives me the opposite choice instead. For example, hitting "no" when asked to shuffle my library for Ponder results in my library getting shuffled. It's also inconsistent, in that other choices work as you'd expect, which makes it even more frustrating to work around.
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Re: Forge Android App: 3-8-2015 Alpha 1.5.37.004
by Joop » 10 Mar 2015, 09:34
Happy to report that quest mode is indeed fixed. Thanks a lot for your great work.
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Re: Forge Android App: 3-8-2015 Alpha 1.5.37.004
by barofa » 10 Mar 2015, 10:20
Yeah, a lot of bugs had been fixed, thanks a lot about that. But there is still one that keeps getting me. When I click to start a game in gauntlet mode it keeps "Loading New Game" but it never loads.
Could you please see what's happening?
Could you please see what's happening?
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Re: Forge Android App: 3-8-2015 Alpha 1.5.37.004
by Joop » 10 Mar 2015, 14:25
I also reproduced the findings of gaorangerblue: If you have a creature with unleash enter the battlefield you'll get a popup if you want to place the +1/+1 counter. Selecting yes will not give you the counter, while selecting no will.
By the way: does anybody have interest in a (free ofc.) android high res card image downloader app for forge? I'm currently trying to build one.
By the way: does anybody have interest in a (free ofc.) android high res card image downloader app for forge? I'm currently trying to build one.
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by drdev » 10 Mar 2015, 14:55
I just released 1.5.37.006, which fixes the issue with starting Gauntlet games, as well as fixes the issue where the input to card option prompts was being reversed. "Yes" should now mean "Yes", and "No" should now mean "No".
Thanks for your help tracking down and fixing these issues.
-Dan

Thanks for your help tracking down and fixing these issues.
-Dan
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by drdev » 12 Mar 2015, 05:36
So now that it seems I've got things stabilized, I wanted to get back to working on Planar Conquest.
Now when last I discussed this, I was working on a new implementation using a hexagon map. As before, I ended up being unsatisfied with where that was heading. For one thing, getting the hexagon map to work was difficult from a programming perspective. For another, I found the result not particularly attractive or easy to use.
As a result, I've scapped that approach and taken a new angle on the planar map, one that sort of combines my two previous implementations. It also draws inspiration from other mobile games I've played that feature maps broken into regions and challenges, so I know that it works well on mobile apps.
Introducing, the vertical scrolling planar map!
Now I realize many people's first impressions to this will be concern over it being linear and thus getting stuck on a hard opponent. I have ideas to workaround that concern, such as powerups, a Raid option to attempt to steal cards from your opponent before challenging them to a match, and a Diplomacy option to attempt to bypass an opponent without challenging them. I'm also thinking of making traveling between planes free or cheap and having all planes open from the start. So if your stuck on a given region of one plane, you can hop over to another plane and attempt the next available opponent there. Hopefully with such options having each individual plane be linear won't be an issue.
Also note that you can still challenge opponents you've beaten or bypassed with diplomacy after the fact, and your record against each will be kept.
Let me know if you have any thoughts on this new approach. Note that since this is a much easier approach from an implementation perspective, I should be able to get out this mode sooner than I would otherwise be able to, so stay tuned for more updates on it.
Thanks.
-Dan
Now when last I discussed this, I was working on a new implementation using a hexagon map. As before, I ended up being unsatisfied with where that was heading. For one thing, getting the hexagon map to work was difficult from a programming perspective. For another, I found the result not particularly attractive or easy to use.
As a result, I've scapped that approach and taken a new angle on the planar map, one that sort of combines my two previous implementations. It also draws inspiration from other mobile games I've played that feature maps broken into regions and challenges, so I know that it works well on mobile apps.
Introducing, the vertical scrolling planar map!
Now I realize many people's first impressions to this will be concern over it being linear and thus getting stuck on a hard opponent. I have ideas to workaround that concern, such as powerups, a Raid option to attempt to steal cards from your opponent before challenging them to a match, and a Diplomacy option to attempt to bypass an opponent without challenging them. I'm also thinking of making traveling between planes free or cheap and having all planes open from the start. So if your stuck on a given region of one plane, you can hop over to another plane and attempt the next available opponent there. Hopefully with such options having each individual plane be linear won't be an issue.
Also note that you can still challenge opponents you've beaten or bypassed with diplomacy after the fact, and your record against each will be kept.
Let me know if you have any thoughts on this new approach. Note that since this is a much easier approach from an implementation perspective, I should be able to get out this mode sooner than I would otherwise be able to, so stay tuned for more updates on it.
Thanks.
-Dan
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by Agetian » 12 Mar 2015, 08:07
I like this idea, especially if some non-linearity is still possible via Diplomacy/Subregions/etc. I say go for it!drdev wrote:As a result, I've scapped that approach and taken a new angle on the planar map, one that sort of combines my two previous implementations. It also draws inspiration from other mobile games I've played that feature maps broken into regions and challenges, so I know that it works well on mobile apps.
Introducing, the vertical scrolling planar map!

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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by Agetian » 12 Mar 2015, 12:48
A couple things I noticed in the latest version:
In game 2 if I'm on the draw, phase stops are not active on the opponent's first turn and the game goes straight to end of turn. Not sure if this may potentially be intentional because I do not have priority and anything to do anyway.
It took me a bit to figure out how to confirm sideboarding, I think a Done button could have made it a bit more intuitive. Once I figured out that I had to click the back button it was no longer an issue for me though
Overall, love the new dialog popups btw!
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In game 2 if I'm on the draw, phase stops are not active on the opponent's first turn and the game goes straight to end of turn. Not sure if this may potentially be intentional because I do not have priority and anything to do anyway.
It took me a bit to figure out how to confirm sideboarding, I think a Done button could have made it a bit more intuitive. Once I figured out that I had to click the back button it was no longer an issue for me though

Overall, love the new dialog popups btw!

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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by barofa » 13 Mar 2015, 01:19
Can't wait to see this planar mode. Can we have an forecast release date?
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by Agetian » 13 Mar 2015, 08:17
Ok today I got the worse version of the issue with phase stops not working on the first turn: I completed one full best of three, then started a new game (both were pure constructed). I was on the play. I kept my hand and the game zoomed through my turn without stopping at any of my stops, thus effectively making me lose my first turn. This seems pretty serious...
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by drdev » 13 Mar 2015, 11:09
I'm having a hard time reproducing this issue. Could you share what your phase stops are for you and your opponent in case that's relevant. Also, is this just a Constructed game, or a different format?Agetian wrote:Ok today I got the worse version of the issue with phase stops not working on the first turn: I completed one full best of three, then started a new game (both were pure constructed). I was on the play. I kept my hand and the game zoomed through my turn without stopping at any of my stops, thus effectively making me lose my first turn. This seems pretty serious...
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by Agetian » 13 Mar 2015, 11:46
I was playing pure Constructed matches (no variants selected). It seems to always happen to me if I win the first game in a best of three, then all the phase stops of the opponent's first turn are ignored (at least *most* of the time). In the case where my own first turn was skipped, I won a Constructed match 2-0 and then chose different decks and started a new one, chose to be on the play and kept my opening hand (7 cards). My turn was jumped through (all the phase stops were ignored). Afterwards, however, the game proceeded normally (the phase stops worked fine starting with turn 2).
My phase stops are: UP, M1, DA, DB, M2.
My opponent's phase stops are: M1, DA, DB, M2.
When it happened in game 2, if it matters, both decks had sideboards, I didn't sideboard anything in/out but I had to confirm sideboarding.
Hope this helps!
So far I can't make it "jump" through my first turn once again, but I've seen the opponent's first turn being jumped through in this way a couple times since I made that last report of mine. I don't know how consistent this is, I admit I don't have a recipe for the exact steps that will reliably reproduce this issue, and I can only observe the rather noticeable frequency with which it happens on the opponent's first turn of game 2 (in a best-of-three), and I've only seen it do it once on my own first turn of game 1 in a best-of-three. I can't reliably say if it occurs in game 3 in a best-of-three or not.
P.S. To try to rule out the possible device dependency of this, I've seen this happen more than once on two different devices that I own, a Galaxy Nexus 7 tablet and a Samsung Galaxy Win smartphone.
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My phase stops are: UP, M1, DA, DB, M2.
My opponent's phase stops are: M1, DA, DB, M2.
When it happened in game 2, if it matters, both decks had sideboards, I didn't sideboard anything in/out but I had to confirm sideboarding.
Hope this helps!
So far I can't make it "jump" through my first turn once again, but I've seen the opponent's first turn being jumped through in this way a couple times since I made that last report of mine. I don't know how consistent this is, I admit I don't have a recipe for the exact steps that will reliably reproduce this issue, and I can only observe the rather noticeable frequency with which it happens on the opponent's first turn of game 2 (in a best-of-three), and I've only seen it do it once on my own first turn of game 1 in a best-of-three. I can't reliably say if it occurs in game 3 in a best-of-three or not.
P.S. To try to rule out the possible device dependency of this, I've seen this happen more than once on two different devices that I own, a Galaxy Nexus 7 tablet and a Samsung Galaxy Win smartphone.
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Last edited by Agetian on 13 Mar 2015, 13:25, edited 2 times in total.
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by drdev » 13 Mar 2015, 12:09
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Re: Forge Android App: 3-10-2015 Alpha 1.5.37.006
by Agetian » 13 Mar 2015, 13:23
Here's a possibly important clue as to what may be the cause of the issue I reported above: when the first turn is jumped through for me, the game displays "Yielding until end of turn", so I believe it thinks the End Turn button was pressed. I like to use the End Turn button (use it all the time, in fact), so could it be that the state of this button is not always correctly cleared after a game is over, so when a new game begins, it yields until the next turn?
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